// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:
//      Floor animation: raising stairs.
//
//-----------------------------------------------------------------------------

#include "z_zone.h"
#include "doomdef.h"
#include "p_local.h"

#include "s_sound.h"

// State.
#include "doomstat.h"
#include "r_state.h"
// Data.
#include "sounds.h"

//
// FLOORS
//

//
// Move a plane (floor or ceiling) and check for crushing
//
result_e
T_MovePlane
( sector_t*     sector,
  fixed_t       speed,
  fixed_t       dest,
  boolean       crush,
  int           floorOrCeiling,
  int           direction )
{
    boolean     flag;
    fixed_t     lastpos;

    switch(floorOrCeiling)
    {
      case 0:
        // FLOOR
        switch(direction)
        {
          case -1:
            // DOWN
            if (sector->floorheight - speed < dest)
            {
                lastpos = sector->floorheight;
                sector->floorheight = dest;
                flag = P_ChangeSector(sector,crush);
                if (flag == true)
                {
                    sector->floorheight =lastpos;
                    P_ChangeSector(sector,crush);
                    //return crushed;
                }
                return pastdest;
            }
            else
            {
                lastpos = sector->floorheight;
                sector->floorheight -= speed;
                flag = P_ChangeSector(sector,crush);
                if (flag == true)
                {
                    sector->floorheight = lastpos;
                    P_ChangeSector(sector,crush);
                    return crushed;
                }
            }
            break;

          case 1:
            // UP
            if (sector->floorheight + speed > dest)
            {
                lastpos = sector->floorheight;
                sector->floorheight = dest;
                flag = P_ChangeSector(sector,crush);
                if (flag == true)
                {
                    sector->floorheight = lastpos;
                    P_ChangeSector(sector,crush);
                    //return crushed;
                }
                return pastdest;
            }
            else
            {
                // COULD GET CRUSHED
                lastpos = sector->floorheight;
                sector->floorheight += speed;
                flag = P_ChangeSector(sector,crush);
                if (flag == true)
                {
                    if (crush == true)
                        return crushed;
                    sector->floorheight = lastpos;
                    P_ChangeSector(sector,crush);
                    return crushed;
                }
            }
            break;
        }
        break;

      case 1:
        // CEILING
        switch(direction)
        {
          case -1:
            // DOWN
            if (sector->ceilingheight - speed < dest)
            {
                lastpos = sector->ceilingheight;
                sector->ceilingheight = dest;
                flag = P_ChangeSector(sector,crush);

                if (flag == true)
                {
                    sector->ceilingheight = lastpos;
                    P_ChangeSector(sector,crush);
                    //return crushed;
                }
                return pastdest;
            }
            else
            {
                // COULD GET CRUSHED
                lastpos = sector->ceilingheight;
                sector->ceilingheight -= speed;
                flag = P_ChangeSector(sector,crush);

                if (flag == true)
                {
                    if (crush == true)
                        return crushed;
                    sector->ceilingheight = lastpos;
                    P_ChangeSector(sector,crush);
                    return crushed;
                }
            }
            break;

          case 1:
            // UP
            if (sector->ceilingheight + speed > dest)
            {
                lastpos = sector->ceilingheight;
                sector->ceilingheight = dest;
                flag = P_ChangeSector(sector,crush);
                if (flag == true)
                {
                    sector->ceilingheight = lastpos;
                    P_ChangeSector(sector,crush);
                    //return crushed;
                }
                return pastdest;
            }
            else
            {
                lastpos = sector->ceilingheight;
                sector->ceilingheight += speed;
                flag = P_ChangeSector(sector,crush);
// UNUSED
#if 0
                if (flag == true)
                {
                    sector->ceilingheight = lastpos;
                    P_ChangeSector(sector,crush);
                    return crushed;
                }
#endif
            }
            break;
        }
        break;

    }
    return ok;
}

//
// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
//
void T_MoveFloor(floormove_t* floor)
{
    result_e    res;

    res = T_MovePlane(floor->sector,
                      floor->speed,
                      floor->floordestheight,
                      floor->crush,0,floor->direction);

    if (!(leveltime&7))
        S_StartSound((mobj_t *)&floor->sector->soundorg,
                     sfx_stnmov);

    if (res == pastdest)
    {
        floor->sector->specialdata = NULL;

        if (floor->direction == 1)
        {
            switch(floor->type)
            {
              case donutRaise:
                floor->sector->special = floor->newspecial;
                floor->sector->floorpic = floor->texture;
              default:
                break;
            }
        }
        else if (floor->direction == -1)
        {
            switch(floor->type)
            {
              case lowerAndChange:
                floor->sector->special = floor->newspecial;
                floor->sector->floorpic = floor->texture;
              default:
                break;
            }
        }
        P_RemoveThinker(&floor->thinker);

        S_StartSound((mobj_t *)&floor->sector->soundorg,
                     sfx_pstop);
    }

}

//
// HANDLE FLOOR TYPES
//
int
EV_DoFloor
( line_t*       line,
  floor_e       floortype )
{
    int                 secnum;
    int                 rtn;
    int                 i;
    sector_t*           sec;
    floormove_t*        floor;

    secnum = -1;
    rtn = 0;
    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
    {
        sec = &sectors[secnum];

        // ALREADY MOVING?  IF SO, KEEP GOING...
        if (sec->specialdata)
            continue;

        // new floor thinker
        rtn = 1;
        floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
        P_AddThinker (&floor->thinker);
        sec->specialdata = floor;
        floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
        floor->type = floortype;
        floor->crush = false;

        switch(floortype)
        {
          case lowerFloor:
            floor->direction = -1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight =
                P_FindHighestFloorSurrounding(sec);
            break;

          case lowerFloorToLowest:
            floor->direction = -1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight =
                P_FindLowestFloorSurrounding(sec);
            break;

          case turboLower:
            floor->direction = -1;
            floor->sector = sec;
            floor->speed = FLOORSPEED * 4;
            floor->floordestheight =
                P_FindHighestFloorSurrounding(sec);
            if (floor->floordestheight != sec->floorheight)
                floor->floordestheight += 8*FRACUNIT;
            break;

          case raiseFloorCrush:
            floor->crush = true;
            // Falls through.
          case raiseFloor:
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight =
                P_FindLowestCeilingSurrounding(sec);
            if (floor->floordestheight > sec->ceilingheight)
                floor->floordestheight = sec->ceilingheight;
            floor->floordestheight -= (8*FRACUNIT)*
                (floortype == raiseFloorCrush);
            break;

          case raiseFloorTurbo:
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED*4;
            floor->floordestheight =
                P_FindNextHighestFloor(sec,sec->floorheight);
            break;

          case raiseFloorToNearest:
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight =
                P_FindNextHighestFloor(sec,sec->floorheight);
            break;

          case raiseFloor24:
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight = floor->sector->floorheight +
                24 * FRACUNIT;
            break;
          case raiseFloor512:
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight = floor->sector->floorheight +
                512 * FRACUNIT;
            break;

          case raiseFloor24AndChange:
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight = floor->sector->floorheight +
                24 * FRACUNIT;
            sec->floorpic = line->frontsector->floorpic;
            sec->special = line->frontsector->special;
            break;

          case raiseToTexture:
          {
              int       minsize = MAXINT;
              side_t*   side;

              floor->direction = 1;
              floor->sector = sec;
              floor->speed = FLOORSPEED;
              for (i = 0; i < sec->linecount; i++)
              {
                  if (twoSided (secnum, i) )
                  {
                      side = getSide(secnum,i,0);
                      if (side->bottomtexture >= 0)
                          if (textureheight[side->bottomtexture] <
                              minsize)
                              minsize =
                                  textureheight[side->bottomtexture];
                      side = getSide(secnum,i,1);
                      if (side->bottomtexture >= 0)
                          if (textureheight[side->bottomtexture] <
                              minsize)
                              minsize =
                                  textureheight[side->bottomtexture];
                  }
              }
              floor->floordestheight =
                  floor->sector->floorheight + minsize;
          }
          break;

          case lowerAndChange:
            floor->direction = -1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight =
                P_FindLowestFloorSurrounding(sec);
            floor->texture = sec->floorpic;

            for (i = 0; i < sec->linecount; i++)
            {
                if ( twoSided(secnum, i) )
                {
                    if (getSide(secnum,i,0)->sector-sectors == secnum)
                    {
                        sec = getSector(secnum,i,1);

                        if (sec->floorheight == floor->floordestheight)
                        {
                            floor->texture = sec->floorpic;
                            floor->newspecial = sec->special;
                            break;
                        }
                    }
                    else
                    {
                        sec = getSector(secnum,i,0);

                        if (sec->floorheight == floor->floordestheight)
                        {
                            floor->texture = sec->floorpic;
                            floor->newspecial = sec->special;
                            break;
                        }
                    }
                }
            }
          default:
            break;
        }
    }
    return rtn;
}

//
// BUILD A STAIRCASE!
//
int
EV_BuildStairs
( line_t*       line,
  stair_e       type )
{
    int                 secnum;
    int                 height;
    int                 i;
    int                 newsecnum;
    int                 texture;
    int                 ok;
    int                 rtn;

    sector_t*           sec;
    sector_t*           tsec;

    floormove_t*        floor;

    fixed_t             stairsize;
    fixed_t             speed;

    secnum = -1;
    rtn = 0;
    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
    {
        sec = &sectors[secnum];

        // ALREADY MOVING?  IF SO, KEEP GOING...
        if (sec->specialdata)
            continue;

        // new floor thinker
        rtn = 1;
        floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
        P_AddThinker (&floor->thinker);
        sec->specialdata = floor;
        floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
        floor->direction = 1;
        floor->sector = sec;
        switch(type)
        {
          default:
          case build8:
            speed = FLOORSPEED/4;
            stairsize = 8*FRACUNIT;
            break;
          case turbo16:
            speed = FLOORSPEED*4;
            stairsize = 16*FRACUNIT;
            break;
        }
        floor->speed = speed;
        height = sec->floorheight + stairsize;
        floor->floordestheight = height;

        texture = sec->floorpic;

        // Find next sector to raise
        // 1.   Find 2-sided line with same sector side[0]
        // 2.   Other side is the next sector to raise
        do
        {
            ok = 0;
            for (i = 0;i < sec->linecount;i++)
            {
                if ( !((sec->lines[i])->flags & ML_TWOSIDED) )
                    continue;

                tsec = (sec->lines[i])->frontsector;
                newsecnum = tsec-sectors;

                if (secnum != newsecnum)
                    continue;

                tsec = (sec->lines[i])->backsector;
                newsecnum = tsec - sectors;

                if (tsec->floorpic != texture)
                    continue;

                height += stairsize;

                if (tsec->specialdata)
                    continue;

                sec = tsec;
                secnum = newsecnum;
                floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);

                P_AddThinker (&floor->thinker);

                sec->specialdata = floor;
                floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
                floor->direction = 1;
                floor->sector = sec;
                floor->speed = speed;
                floor->floordestheight = height;
                ok = 1;
                break;
            }
        } while(ok);
    }
    return rtn;
}

